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Dream: Charms with the Dream Keyword exploit or manipulate the target’s dreams. They typically work only against sleeping targets.strange order, expand themes of faith and depression, dragon teeth give minions for defense/utility, dragon tears give visions (scrying), First Oramus Excellency

The Dragon Beyond the World is alien and unknowable. Existing beyond reality, he disregards natural order, adhering to older laws and enigmatic principles only he knows. He simultaneously defines and transcends all boundaries, he shatters expectations and ignores conventions, even as he seals away unknowable realities within his body. He defines all things by contrast with himself, and lives on the border of possibility, looking both into and out of existence. The Worm that Digs Through Time is older than existence, and possesses wisdom commensurate, an impossible genius that defies all odds and finds solutions none thought possible. The Sevenfold Peacock is an artist without parallel, expressing his inspiration in eye-watering images and tales that drive men mad. Though a being of Order, the Galleon Atop the Waves of Madness holds within his belly the Essence of the Wyld, and delights in the discovery of new and exciting anomalies, the tang of mystery and the texture of uniqueness. He is horror personified, his presence snapping minds and bringing nightmares unspeakable. This Excellency may be used in any action which defies conventions, Oramus adores rebellion. It may also be used to enhance any action associated, however abstractly, with the number seven. It may not be used on any action in which the Infernal displays doubts, all who’ve spoken with the Infinite Doorway at Saigoth’s Dawn know of his desperate faith, and he hides all doubts in dark places. Finally, this Charm may be used to enhance prayer rolls, given that they are not directed at gods, Oramus shuns Creation’s corrupt deities.Oramus Mythos Exultant

Older and stronger than reality itself, the Dragon Beyond the World waxes with the imposition of his Will upon the world. Any stunt that resonates with the First Oramus Excellency grants two Willpower instead of one.Sorcerous Enlightenment of Oramus

The boundary to end all boundaries, Oramus’ magic is particularly suitable for Spells that destroy or bypass barriers, reducing the cost of such magic by 10m, 1wp. Examples include Open the Spirit Door, The Parting of the Seas and The Violent Opening of Closed Portals. Disgusted with the gods and the Exalted, he does not wish to imitate their ways of rulership and commandments. Any Compulsion, Servitude or Total Control component of a Spell is ignored. Examples include Curse of Slavish Humility, parts of Threefold Binding of the Heart and most applications of Droning Suggestion.Ululating Nightmare Wings

Cost: -; Mins: Essence 2; Type: PermanentKeywords: Dream, Emotion, ObviousDuration: PermanentPrerequisite Charms: NoneSleeping in his eternal prison, Oramus’ seven wings stretch in invisible directions, touching the minds of all around him with horror beyond horrors. When the Infernal sleeps, he projects an aura of night terrors, reaching between (Essence * 20) and (Essence*200) yards, Infernal’s choice. Those who sleep within this area are plagued by dreams of impossible realities, cyclopean dimensions and horrors beyond Time itself, waking in pools of their own sweat. Upon waking, they take a -1 internal penalty to their Willpower recovery roll, plus -1 for each subsequent hour they began in the grasp of the Dragon Beyond the World, to a maximum of one plus the number of consecutive nights they’ve spent sleeping under the Charm’s effect.When touching (per the Touch keyword) any single target, the Infernal may spend a single mote, marking their minds with his power (this manifests as an invisible 0-point mutation) as a Shaping effect. The penalties someone so marked suffer from the Infernal’s Ululating Nightmare Wings never rise above -1.

Originally posted by Stress

Tracking the Willpower of thousands of individual villagers can easily become tiresome, so one can instead simplify it by assuming that people in stressful environments (generally those who don’t know if they’ll eat tomorrow) spend Willpower roughly once a day, people living around or slightly above the limits of subsistence (most farmers and merchants) spend once every three days, and those who have it made spend once every ten days and then also assuming that any given die of Conviction grants Willpower once every three days.

Midnight’s Shadow Scars

Cost: 10m; Mins: Essence 3; Type: SimpleKeywords: DesecrationDuration: (Essence) nightsPrerequisite Charms: Ululating Nightmare WingsIn Oramus’ shadow dwells more than fear, there is a madness there, as real and alive as can be. Activating this Charm, the Infernal specifies a package of derangements worth no more than (Essence) mutation points. When next she sleeps, anyone affected by her Ululating Nightmare WIngs gains this package at a rate of one mutation point per night (in an order of the Infernal’s choice). For Essence-wielders, this effect is Crippling and lasts seven weeks. For mortals, it is permanent. The Infernal may choose not to affect those she has marked with Ululating Nightmare Wings’ second effect.If the Infernal also has Horrors Beyond Death, she may exchange any number of mutation points for an equal number of dots in Whispers.This Charm should preferably be used with Revlid’s revised mutation system, expanding the types of madmen the Infernal can create beyond cannibals, nymphomaniacs and Lunars.Waking Dreamer Paradox Existence

Cost: - (1m); Mins: Essence 2; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: Ululating Nightmare WingsThough he slumbers deep, the mind of Oramus is not confined to unconsciousness. This Charm is a permanent alteration to the Infernal’s dreams. While asleep, his mind awakens in a dark place of impossible forms and That Which Is Not. In this state, he may perform any purely mental activity, from planning to rigorous mental exercises, and is considered to have any basic tools save those containing information he does not know. In addition, a thin line of ephemera connects him to the rest of his form, informing him instantly of anything that happens to his body, and allowing him to wake instantly at any time by spending a single mote.As a clarification, this Charm does not split the Infernal’s mind if she also knows the fully upgraded form of Running To Forever. It does, however, allow her to treat her dreams as a set of basic tools for mental activities (which may or may not mean something if you have planning rules or whatever).Touch of the Eldest

Cost: - (1wp); Mins: Essence 2; Type: PermanentKeywords: Dream, SocialDuration: PermanentPrerequisite Charms: Waking Dreamer Paradox ExistenceThe Solar Host has bound Oramus as securely as can be done, preventing his every hope of egress. Nevertheless, the Dragon Beyond the World finds ways, however small, to move around and through his cages. While asleep, the Infernal senses the number and rough location (down to a precision of 100 yards) of people affected by her Ululating Nightmare Wings, as well as identify any of them she has tagged with that Charm’s secondary effect. In addition, by spending a single point of Willpower, she may reach out with her mind to them, communing with them for a single Scene in a landscape of shared dream-images. In this scenery, neither party may physically harm the other, and either may end the scenario at any time by spending one Willpower to wake up.Sublectic Beast Invocation

Cost:Summon the monster under the bed, make oblique references to the Ultimate Darkness originating in this CharmAbsolute Terror Shintai

Cost:Turn a vast area around you into a nightmare, “encouraging” everyone to leave and scarring those who stay for life, physically and mentally. Powered by a desire to be left alone.Horrors Beyond Death

Cost: 20m; Mins: Essence 2; Type: Simple (Dramatic action)Keywords: Shaping, SorcerousDuration: 25 hoursPrerequisite Charms: Ululating Nightmare WingsThe fear of death is the fear of mystery, and the Unknowable Sleeper at Reality’s Rim claims this nightmare, too, as his domain, drawing wisdoms from the Neverborn and inspiration from the Labyrinth. Activating this Charm is a dramatic action requiring 8 hours of uninterrupted sleep, as the Infernal communes telepathically with the Neverborn. During this time, her mind is occupied completely with the ineffable koans of the dead, she may not take any actions not relating to the study of the dead, nor may she restrain the range of her Ululating Nightmare Wings or exempt anyone from its effects. Upon waking, incidentally not recovering any willpower, the Infernal emerges changed. For the duration of this Charm, she may (but does not have to) respire Essence as if a Creature of Death and gains Whispers 5, the words of her fallen brethren guiding her every step.This Charm functions as an alternate prerequisite to Plundering Cosmic Tombs, taking the place of Wickedness Beyond Life.Unliving Horror Incarnation

Cost: -; Mins: Essence 4; Type: PermanentKeywords: Avatar (1)Duration: PermanentPrerequisite Charms: Horrors Beyond Death, Sorcerous Enlightenment of OramusIt is said that when the first Neverborn died, died and died again, as the Primordial Host gasped and turned their eyes from the inconceivable, Oramus smiled, fondly regarding the miracle of a new beginning. The Infernal may learn Necromancy Spells of the Iron Circle and cast those Spells through the initiation of Oramus while under the effects of Horrors Beyond Death. In addition, she treats time spent activating that Charm, as well as time spent sleeping or meditating under its effects, as time spent with a tutor for any Necromantic Spell.At Essence 5 and with an additional purchase of Sorcerous Enlightenment of Oramus, this Charm may be repurchased, increasing its effects to the Onyx Circle of Necromancy.Above Reality’s Foam

Cost: 4m; Mins: Essence 2; Type: ReflexiveKeywords: Borgstromantic, Combo-OK, ShapingDuration: (Essence) actionsPrerequisite Charms: NoneNo cage but himself can hold the Dragon Beyond the World, for he can slip through the cracks and pathways in reality lesser beings cannot even conceive of. While this Charm is active, the Infernal gains the ability to selectively ignore the solidity of matter, treating anything he desires as though it was dematerialized with respect to him and his equipment (or vice versa if he is himself dematerialized). This Charm only functions against things that are still, a sword can not be slipped past, only dodged. Any solid material still inside the Infernal when this Charm ends is stuck, coexisting harmlessly with his body until such time as he reactivates the Charm, releasing the trapped stuffings of reality.Alternately, the Infernal may touch (per the Touch keyword) a still volume no larger than (Essence) yards in radius, turning it intangible with respect to everything but that which it rests on and that which rests on it (at the time of activation) for the duration.At Essence 3, this Charm can be repurchased, allowing the Infernal to increase its duration to One Scene by paying an additional (+2m, 1wp).Shattered Staff Curse

Cost: 4m, 1wp Mins: Essence 2; Type: SimpleKeywords: Combo-OK, Obvious, Shaping, SorcerousDuration: One ScenePrerequisite Charms: Above Reality's FoamUnderneath the rules and strictures of man and Primordial alike lie a fundament of language, of communication. In the Time of Glory, the Dragon Beyond the World found a great pleasure in dragging this seemingly solid ground out from under the ground of his peers and lessers, laughing as they struggled to adapt to new ground. The Infernal selects a character who can hear him, and speaks a single word that warps their connection to Nirvikalpa, rendering them unable to communicate in a single language. They speak in a booming voice, and men hear just an infant babbling. They write, and their brush-strokes are illegible. Similarly, the cursed loses any ability to understand that language, isolated from society.A Raksha under the effects of this Charm takes a -3 external penalty on all Staff Shaping attacks.At Essence 4, this Charm may be repurchased, making its duration Indefinite and allowing the Infernal to activate this Charm in long ticks to affect a Magnitude of up to her (Essence+2).Invoked Firmament Disjunction

Cost: 5m, 1wp; Mins: Essence 3; Type: SimpleKeywords: Borgstromantic, Combo-OK, Geometry-OK, Shaping, SorcerousDuration: One ScenePrerequisite Charms: Above Reality’s Foam (x2)It was Oramus who forged the Firmament, enclosing those things within Creation while shutting out those without it. This Charm generates an artificial firmament, a shimmering blue wall which completely encloses an area fitting within a sphere centering on the Infernal and with a radius of (Essence*10) yards. The Infernal may either fit his barrier to an existing one (say, the walls of a building) or shape it as a sphere; the prototype for Creation’s sky. Only heroic or enlightened beings can move themselves or others past its impenetrable glow, at the cost of 1wp. After spending 2wp, a character becomes attuned to the barrier and needs spend no more Willpower against this Charm in that Scene. Any Charm or ability which allows a character to bypass a door or wall (save for dematerialization, Oramus’ power stretches even across the chasm of the material) also allows passage past the boundary generated by this Charm.At Essence 4, this Charm may be repurchased, increasing its duration to Indefinite and giving it the Stackable keyword, allowing the Infernal to maintain up to (Essence) simultaneous firmaments, though he may not place one inside another or otherwise overlap them, Oramus cannot cross himself.At Essence 5, this Charm may be repurchased a second time, increasing the maximum radius of the Infernal’s Firmaments to (Essence*100) yards. A third purchase at Essence 6 increases it further to (Essence) miles.In the Wyld, the Firmament covered by this Charm instead covers up to (Essence) waypoints. With two repurchases, it instead covers (Essence*10) waypoints, with three, (Essence*100).

Originally posted by Firmament

Some Charms reference Firmaments. This means only such Firmaments as created by Invoked Firmament Disjunction, not the actual sky.

Cost: 4m; Mins: Essence 3; Type: ReflexiveKeywords: Combo-OK, ShapingDuration: InstantPrerequisite Charms: Invoked Firmament DisjunctionDistance does not inconvenience the Dragon Beyond the World. That which he desires, the world brings to him. That which disturbs him, it removes from his presence. This Charm has three modes.If the Infernal is inside or touching a Firmament, he may summon any object inside that Firmament to his hand, so long as he can describe it.If the Infernal is inside a Firmament, he may banish any object he is touching (as per the Touch keyword) to a random spot no further than (Essence) yards outside that Firmament.If the Infernal is outside and touching a Firmament, he may banish any object he is touching to a spot he can describe inside the Firmament.If the object being transported is a living creature, it may resist by succeeding at a (Stamina or Wits + Resistance or Integrity) roll against the Infernal’s (Essence + Willpower). A creature that has successfully resisted this Charm cannot be affected by it again in the same scene.

Originally posted by Objects

As a reminder, an object is defined as anything no larger than a Yeddim

Originally posted by Yeddim

As a reminder, a Yeddim is a creature just small enough to be an object

Niruphadika Dead and Bleeding

Cost: 4m; Mins: Essence 3; Type: SupplementalKeywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Invoked Firmament DisjunctionSpace as mortals know it is an innovation, created as part of Creation’s vast web, and the Dragon Beyond the World does not much care for its restrictions. This Charm supplements an attack made inside a Firmament, allowing that attack to strike any point inside that Firmament. The Infernal suffers appropriate penalties (i.e. all of them) for attacking things he doesn’t know where they are. This Charm costs an additional willpower when used against a target more than (Essence*50) yards away (this restriction does not hold in the Wyld, where distance is a nebulous concept at best).Absurd Oligopresence Jest

Cost: 7m, 1wp; Mins: Essence 3; Type: SimpleKeywords: Combo-OK, Stackable, Obvious, Shaping, SorcerousDuration: Three actionsPrerequisite Charms: Niruphadika Dead and BleedingAs dictated by Niruphadika, all bodies have a location. This, savants know. What they do not know, due to cruel rules of Creation, is that this is only a lower limit. This Charm may only be used inside a Firmament. The Infernal chooses a single unoccupied location within that Firmament, and ties it to his own, appearing in the chosen location through a crack in time. For the duration of this Charm, he is treated as existing in both places (even should he leave the Firmament), allowing him to look (and be seen), move (and be moved), attack (and be attacked) eitherwhere at impunity (he must still flurry if he attempts to take more than one action, regardless of how he divides his attention between his locations). When the Charm ends naturally, the Infernal chooses which location he ends up in, the “other him” disappearing as it came. Should it be counterspelled, the counterspeller decides instead.This Charm may be repurchased, increasing its duration to One Scene.At Essence 6, this Charm may be repurchased again, allowing the Infernal to co-locate into Firmaments other than the one he stands in by paying an additional (+4m, 1wp).Biting Nishkriya’s Hand

Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2) or SupplementalKeywords: Combo-OK, Obvious, ShapingDuration: InstantPrerequisite Charms: Invoked Firmament DisjunctionScorning needless strife, the Dragon Beyond the World does not allow that which disturbs him to approach the space within himself. This Charm can only be used inside a Firmament, and supplements either a Defend Other or Blockade Movement action, allowing that action to stop an attack or character going from one side of the Firmament to the other, oramaic Essence severing the Shinmaic bonds necessary for anything to slip past the boundaries of his wings. In addition, the Infernal may explicitly stunt any attack targeting her through a Firmament as though she had used this Charm to stop it, though this effect is Obvious (this does not mean he cannot stunt like this without this Charm).At Essence 5, this Charm may be repurchased, allowing the Infernal to pay an additional (+4m, 1wp) to increase the duration to One Action and apply the selected action to all eligible targets (Blockade Movement is rolled only once, applying to all targets, and any Charm applied at the Charm's activation affects all instantiations of the action).Sword-Stopping Cosmic Roar

Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2)Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Biting Nishkriya’s HandIn their games, the Raksha sometimes name the lesser aspects of Nishkriya, and bring strife into the world. But when Oramus’ seven voices speak the name of the Sword herself, no violence can touch him, for that word transcends all aggression. This Charm acts a perfect parry, the Infernal’s sudden shout negating the very concept of attacking him for but an instant.This Charm may be repurchased with Essence 5, allowing the Infernal to increase its duration to One Action by paying an additional (+2m, 1wp). Doing so prevents him from attacking himself, however, Nishkriya’s invoked touch perfectly preventing all of his attacks from reaching their goals or hurting even a fly. An additional repurchase allows him to add (+6m, 1wp) to the base cost and prevent all attacks by or against anyone within (Essence*10) yards until his next action.All-Encompassing Monster Stomach Shintai

Cost: 10m, 1wp; Mins: Essence 4; Type: SimpleKeywords: Blasphemy, Chicanery-No, Form, Obvious, Overdrive, ShapingDuration: One ScenePrerequisite Charms: Meromorphic Translation Technique, Niruphadika Dead and BleedingThere are rumors that the bound dragon in Malfeas is not Oramus’ only Jouten, that he has another, a monumental amphibian within whose belly lies the whole of Creation. Those in the know scoff at this hypothesis, for if it were true, then the Dragon Beyond the World would have already crushed his every foe. This Charm can only be activated while the Infernal is inside one of his Firmaments. The Infernal’s body slumps as seven streamers of Essence extend from his back, connecting him to the boundary above. The artificial sky shifts, taking on properties of the Infernal’s Anima, incidentally blocking all sight in or out of the area. The Infernal gains several advantages:

If any place in the Firmament has a property that is useful to him (demesnes, Places of Desolation, etc.) he may treat himself as being in that place for the purposes of that effect.

He may make Awareness rolls from any spot within the Firmament.

He gains an Overdrive pool with a capacity of five motes. He receives four Overdrive motes each time he uses Niruphadika Dead and Bleeding

Counterspelling the Firmament requires Sapphire Countermagic

If the Infernal ever finds himself not inside the Firmament, this Charm instantly ends.Greater Shintai of the Dragon Beyond the World

Cost: ; Mins: Essence 5; Type: Permanent

Heaven in a Handbasket

Cost: 10m, 1wp; Mins: Essence 4; Type: Simple (Dramatic action)Keywords: Combo-OK, Obvious, Shaping, SorcerousDuration: IndefinitePrerequisite Charms: Invoked Firmament Disjunction (x2)When the young Exalts of the First Age spoke to Oramus and heard of his desire to grasp the Golden City of Yu-Shan in his forty-nine claws and throw it in the mouth of the Void, they laughed. When they told the joke to their elders, those ancient paragons of might grew nervous, and went to see that that the Dragon Beyond the World was as securely bound as always. This Charm may not be used inside a Firmament. The Infernal chooses one of his Firmaments no further away than (Essence*10) yards and makes an appropriate theatrical gesture with an appendage of his choice. Over the course of the next minute, the chosen Firmament shrinks and moves, ultimately landing snugly in the Infernal’s hand. If the Firmament’s borders cross the walls of a magical structure, it fails, though any mundane barriers are cleanly severed. The transformed Firmament is partially severed from outside reality, it ignores outside movement and gravity, remaining always still and upright on the inside. It otherwise functions as normal, pushing either side with an object sends it in or out and vision is not impaired in any way by the change in size (a fact which confuses those not familiar with the nature of Oramus’ power). This Charm gains the Blasphemy keyword if it is used on a volume with a diameter above 100 yards. If this Charm or the Firmament it affects is dispelled, the area returns to its usual size, fitting best it can into the extant surroundings without inflicting harm.Being/Nonbeing Paradox Theorem

Cost: -; Mins: Essence 2; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: NoneOramus exists, and so he does not. He does not, and so he does. From this fundamental paradox of being, the Dragon Beyond the World spins an ever-changing thread, and stitches himself into reality. The Infernal’s appearance slowly changes, some details rising to the surface as others recede over time. He gains a floating pool of mutation points equal to his (Essence+2), which he may spend on both physical and mental mutations. Each day, as the sun rises, he may move one of these points to a different mutation, or alternatively apply or remove a single zero-point mutation to himself. If this results in partially paid-for mutations, he gains an appropriate lesser variant. If no lesser variant exists, the mutations are cosmetic but without any mechanical effect. In areas where a day cycle does not exist, he treats every cycle of 25 hours as a day; in areas without linear time (including all levels of Wyld), each Scene change.Stretching Outside Understanding

Cost: -; Mins: Essence 2; Type: PermanentKeywords: Illusion, ShapingDuration: PermanentPrerequisite Charms: Being/Nonbeing Paradox TheoremOramus’ is a tale riddled with misconceptions and confusion, for his slide across realities muddles disparate possibilities and introduces alternative histories, that none may know the truth of the Dragon Beyond the World. Anyone trying to recall information about the Infernal must roll (Wits + Integrity) with a difficulty determined by the time since they learned it (1 if a single Scene has passed, 2 for a week or 3 for a year). Success allows the character to remember as normal for the Scene. Failure results in the character recalling an internally consistent yet false set of events.Assumption of Mu

Cost: -; Mins: Essence 2; Type: PermanentKeywords: NoneDuration: PermanentPrerequisite Charms: Assumption of Mu, First Oramus ExcellencyAsk what Oramus is, and you will receive no answers. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal automatically succeeds, but instead reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms, this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally, the Charm would reveal that John has Essence 2, but if he wins the roll-off, it Bob will instead learn that John doesn’t have Essence 3, leaving him wondering if John is weaker than his own Essence 3, or outweighs him at Essence 4+. Paranoid as fuck, Bob continues to check, eventually eliminating each step from 4 to 10, at which point he has spent 18 motes, and John frustratedly asks his teammate why he didn’t just ask about it.Toothless Mites Mocked

Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 10)Keywords: Combo-OK, ShapingDuration: One weekPrerequisite Charms: Being/Nonbeing Paradox TheoremIn the Time Before, Oramus danced with the children of Chaos, laughing as they tried, one by one, to Shape him into harmlessness. It gave him great pleasure, watching them congratulate each other over defeating him, only to return to his full glory and devour them. Activating this Charm, the Infernal chooses a single Shaping effect and suppresses any of its effects on her or her equipment. After one week, or when it would otherwise end, a Shaping effect so suppressed falls off, congealing into a small but useless trinket, a memory of battles past. An Infernal with this Charm treats all Shaping effects it can affect as Obvious.Eternal Dragon Glanced

Cost: 12m; Mins: Essence 2; Type: Reflexive (Step 2)Keywords: Combo-OK, ObviousDuration: One ScenePrerequisite Charms: Toothless Mites MockedThough he does not even approach Luna’s mastery of form, Oramus yet possesses uncountable bodies, a kaleidoscope of possibilities covering his totality of being like so many scales. When struck, he rushes and twists through the realities, interposing his strongest parts and guarding the lesser ones. Taste of Life and Memory

Cost: 2m; Mins: Essence 2; Type: ReflexiveKeywords: Combo-OK, Manvantara, TouchDuration: InstantPrerequisite Charms: Being/Nonbeing Paradox TheoremTo the Dragon Beyond the World, existence is naught but a cornucopia of new tastes and experiences, and he delights in sampling its every moment. Touching an object, the Infernal gains a sudden synesthetic awareness of the following:

Whether someone (animals don’t count) touched it within the last week, and in that case the name of who last did so.

The name of anyone attuned to it.

What it tastes like.

At Essence 4, this Charm automatically upgrades, its first functionality automatically filtering out non-Exalted beings with an Essence score less than (Infernal’s Essence - 2).In those Manvantaras where the Kalpa exists (a paradoxical statement if ever there was one), this Charm also grants knowledge of which Manvantara an object hails from.Swallowed Madness Bezoar Biology

Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 1)Keywords: Combo-OK, ObviousDuration: InstantPrerequisite Charms: Taste of Life and MemoryLike a cat eating its own hair, Oramus’ stomach contains shimmering marbles formed from the Chaos he has sampled. This Charm grants the Infernal the ability to spit balls of coagulated madness. Seeking out the Essence of the realm that spawned them, these bezoars add +2 accuracy and deal Aggravated damage against Creatures of the Wyld. They otherwise have the following Traits and count as thrown weapons:Speed 5, Accuray +2, Damage +4L/2, Rate 2, Range 100, Tags OIf the Infernal has used Taste of Life and Memory on a Creature of Death or a being heavily associated with a world, Primordial, Yozi or Incarna (including any GSP with at least one Charm from that Yozi and counting all five Maidens as a single entity), she may pay 2xp to also gain the ability to spit bezoars seeking out that type of being instead.This Charm may be repurchased, refunding the cost of up to two bezoar types and granting the Infernal the ability to pay 4m, 1wp to increase the duration of this Charm to One Scene for the purposes of a single bezoar type.Sevenfold Rainbow Pearl Conjuration

Cost: 7m, 1wp; Mins: Essence 3; Type: SimpleKeywords: Combo-OK, Obvious, Shaping, SorcerousDuration: One hourPrerequisite Charms: Swallowed Madness Bezoar BiologyTo Oramus, to be far away from a place is not the same as not being there, for wherever he goes, he brings all those things which he has tasted within him, to be brought forth as suits his temper. The Infernal’s throat (or throat-equivalent) swells momentarily, and he regurgitates a single, perfect pearl, pulsating with alien laws and principles. The pearl radiates tempered madness, turning an area out to (Essence) yards into Bordermarches. The Wyld-radiance of the pearl is of limited potency, attempting to use Wyld-Shaping Technique (or equivalent) on the generated area immediately drains and shatters it.This Charm may be repurchased, allowing the Infernal to commit the motes, increasing the duration to Indefinite, and also to use it to instead create pearls that generate Shadowlands, areas with rules mimicking those inside Primordials, or, in a pinch, plain Creation, provided he has visited those places.Reality-Raking Claws

Cost: 5m; Mins: Essence 2; Type: SupplementalKeywords: Combo-OK, Crippling, ObviousDuration: One ScenePrerequisite Charms: Taste of Life and MemoryThose things which fascinate or anger Oramus, he erases, that their memory might serve as his muse and comfort. Upon hitting the target, an attack supplemented by this Charm leaves a small crack in the target, a jagged, otherworldly thing that shines from within with alien light. Should they die or be destroyed while this crack remains on them, the crack spreads, covering their body entirely in a matter of moments before they explode in a fine shower of rapidly dissolving dust. This effect completely annihilates both body and soul of any target with less than Deathlord immortality as a Shaping effect (bypassing most Shaping defenses due to technically occurring after the target’s death), leaving but a faint trace of intangible Essence that ties around the Infernal’s soul. The Infernal may use these Traces when crafting, infusing her creations with the essential nature of her fallen foe, treating them as an exotic component much the same in nature as they themselves could have been. She may tie up to seven Traces to herself at a time, and may reflexively discard any Trace she holds at any time.History Consumed and Digested

Cost: -; Mins: Essence 3; Type: PermanentKeywords: IllusionDuration: PermanentPrerequisite Charms: Reality-Raking ClawsLike that of his nemesis, the curiosity of Oramus is a terrifying thing indeed, for that which he spirits away, it is never heard of, and it is never missed. This Charm enhances its prerequisite, allowing it to consume memory itself for her projects. In any Scene where that Charm annihilates a target, the Infernal rolls (Wits + Willpower). Anyone within (Essence*100) yards of a target is subjected to an Unnatural Illusion effect if their MDV is lower than the rolled successes, convincing them that the target never existed (this Illusion costs two Willpower to resist, resisting it twice in a Scene renders one immune to further applications for a week). Intimacies relating to the target remain, but are eroded one step for each day the target remains under the Illusion. Memories stolen by this Charm are infused into the acquired Traces, Oramus has many odd applications for such things.This Charm may be repurchased at Essence 4, allowing it to affect any extras (regardless of MDV) within (Essence*10) miles. A second repurchase at Essence 6 extends this range to all reality.Corpus-Body Avatar Shintai

When the most ancient Primordial Host was finally defeated and the Exalted and their divine patrons discussed their imprisonment, the Dragon Beyond the World received more attention than possibly any of his soon-to-be Yozi brethren, for of all the Primordials, it was he, the master of paradox and impossibility who was most likely to escape with the odds so weighed against him, and, though Malfeas might crush the world or Kimbery drown it, it was his return and its twin heralds of nightmares and madness made real that most frightened those poor souls who had suffered through it. That he might never find a way out, the Dragon Beyond the World was in all ways trapped and limited, above and beyond any other Yozi, that his captors might sleep just slightly sounder at night. Firstly and famously, they held him down and tied him in his own wings, the one thing that his power would never allow him to pass through.Second, they devised to forge a great many chains to tie him in, making them from the swiftest flowing Moonsilver, that no matter how he squirmed, they might follow him and keep him bound, and with a core of paradoxical Adamant, to see and counter any of the impossibilities he might try for his escape. To the ends of each chain, they tied one of the Dragon’s fellow Yozi, that he would carry Hell on his back wherever he tried to venture and so never truly move from his original location.Third, they took the border of his belly, the grand Sky of his inner being, and twisted that ancient sphere that its insides pointed out and its outsides in.With ink and scars that would not fade, they scribed upon his fettered body a Grand Working, an elaborate, complex proof that as Oramus was fettered, he was free, and should he be free, he would once again be fettered, locking him between the two, forced to escape the paradox by being neither, and thusly unable to act.They sang him a lullaby, and as he fell into slumber, they stole it away, that he might not sleep and unleash his wings of nightmare, nor wake and struggle against his confinementUsing great care and secret rituals, they slew his Second Soul, Despes, the Unmoving Image of the Soul, shattering Oramus’ hope at the core, that he might never again feel true belief in himself and his ability.Assembling a strike team of the cleverest of Lunars, Luna herself guided an expedition into the depths of the Beyond, where they defeated Oramus’ dreamself and bound him there as well, for they feared even what the Dragon Beyond the World might do in his dreams, feeble as they might be.And when they had done all this, they despaired, for they had done seven things, and seven was the number of Oramus. So they turned to clever Autochthon, who had until then not dared even approach the Sevenfold Peacock, for his heart held a fear as great as the Exalted’s for him, and without their bravery to temper it. But now, the Tinkerer Transcendent dared touch Oramus, and now, seeing the flaws and virtues in his children’s designs, he forged for eight years and eight days, and finally he made a lock, a tiny block of brassy color from which rose an arc of chrome, and attached it to the Dragon’s nose, where it sits still.And then, as with all things of the great imprisonment, the records were sealed, hidden and burned, only Jupiter knows their fullness and even then only maybe, the extents of her wisdom are, as always, an enigma.

burp.

As an Oramus set, this is predictably terrible for all the reasons described above (and also for other reasons I could talk at length about but probably won't unless poked more), but hey, it's words, raw from my wordbench. You like words, right?

If my craziness forces me to, I might edit that into a semblance of legibility. It's probably going to happen. Not now, though.

Err... as much as I like crediting appropriately, a glance through his googledoc reveals a different Elloge charmset.

Once, there was a maiden... who spent all her time on the internet.
"Someone out there is WRONG," she said.
So she tossed a noose made of golden light... and strangled her opponent.
Both of them died alone.
"Love is for football players and cheerleaders," her obituary said.

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I haven't found anything satisfactory for Oramus, though. I suppose that's just as well. A Titan whose signature themes are "Being alien, possessing infinite powers, but only when others aren't looking, and the ability to spawn alien monsters," is hard to nail down.

Oh agreed. You usually have to pick a few concepts you like which are usually a fairly twisted picture which won't be at all like what everyone else thinks Oramus would be all about. Personally when I tried I just wanted to turn Uminkeo no Naku Koro Ni's "red text" ability into a charm. This had predictably terrible results.

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I think Oramus got really kind of bloated in concept after a while, compared to what Games of Divinity and even Eric actually wrote.

I have a fondness for the whole "Beyond" concept, particularly as it pertains to the mythology of Luna, but it really works more as a motif and a backdrop. Trying to get into it enough to make Charms out of it?

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I think Oramus got really kind of bloated in concept after a while, compared to what Games of Divinity and even Eric actually wrote.

I have a fondness for the whole "Beyond" concept, particularly as it pertains to the mythology of Luna, but it really works more as a motif and a backdrop. Trying to get into it enough to make Charms out of it?

Well I don't think canon Oramus was particularly bloated. Rather, there was massive fandom bloat because you could go in so many different directions. Of course with canon-creep I suppose that has the same dangers as the much more recognised Cytherea-bloat.

Personally I always liked to make Oramus charms that fairly open-ended and narrativist (as a counterpoint to Fair Folk charms surface-narrativism. Probably wouldn't be good for canon though.) with a good chunk of the dice-altering charms being probability-inverting effects of some kind.

I also considered dabbling in Platonism, particularly for belief-structures of Oramus-worshipping cults/churches (I personally decided that there was a tendency for Oramus cults to think of themselves as a church but again, not something remotely good for any interpretation of Oramus meant to remotely resemble canon as 'church' is almost certainly one of those canon-banned words that has way to many western cultural connotations to work), but never really went anywhere with that.

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@Arrghus: Despite what you say, I am quite impressed. These are quite good. The only thing that stood out to me as "Huh, that's weird" was Assumption of Mu having itself as a Prereq, but that also seemed appropriate, strangely enough. I actually was beginning to fiddle around with making an Oramus charmset myself, but the only really good charm that came out of my brainstorming was Sight Beyond Sight Prana, which would allow the Dement to see at narrative convenience, as opposed to what her eyes would allow. This came out of how Oramus' senses seemed to be central to his themes, but also completely at odds with how one normally understands them.

@Levi: He's in Games of Divinity, too? I'll have to track that one down, then.

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@Dietaku: Again, straight from the wordbench (couldn't be bothered to find the place I originally posted this stuff). I distinctly remember that Charm being overpowered (didn't consider its interaction with, say, the Read Motivation action) anyway, so that's fine. The problems I'm having with it are kind of not-obvious, having to do with the lack of a truly coherent theme and the kind of deep-seated synergies that proper Yozi Charmsets have (and also I might be overrepresenting them after spending so much time trying to fix them). This is more of a grab-bag of tricks.

Though the Charm that lets you taste names with your toes is kind of awesome.

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Regardless, With the info that has been given, it still is pretty impressive. my personal favorites are the "Nightmare aura" charms leading into the Absolute Terror Shintai. A lot of my ideas for him involved vulgarly shaping areas around the Dement to their whims, and those fit perfectly.

I agree, though, with your assessment of the charmset being a grab-bag. I looked it over once more along with what Oramus is, and it describes in detail more of what he's not than what he is. Even the Legends of the Titans describes him as this unknowable Other who just sidles into Zen-Mu and chats up the other Titans. I really think that's the crux of the issue; he's defined more by what he's not, and what his reality is? Well, it changes. A lot. Sadly, this makes him pretty nebulous. Hell, even Cytherea, with just her epithet, would be easier to tie down, as her title of Divine Ignition suggests a strong connection to Platonism, potentially allowing Forms as a tool for any Exalt patronized by her.

I actually have begun to look at the Rig Veda, though, for inspiration on more how to nail him down. He seems right at home in the crazy world the Daevas and Asuras inhabit.

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Hell, even Cytherea, with just her epithet, would be easier to tie down, as her title of Divine Ignition suggests a strong connection to Platonism, potentially allowing Forms as a tool for any Exalt patronized by her.

I still think Platonism is fertile ground for Oramus. Not so much forms exactly, as the idea that the only true reality is imperceptible, and that what is intelligible is just a shadow of the greater reality. I remember coming up with an Oramus charm that expanded on the general ability of a 2-dice stunt to define random things about the scene (such as the presence of convenient chandeliers to swing from) to making more dramatic pronouncements about things that the ST or the rules had not yet confirmed as true. Hideous to balance but kind of fun, the in-game effect was simply that the Infernal was retroactively brining in aspects of reality that previously did not align with the correct shinmaic axis.

Yeah, it was waffle, but fun waffle.

-
Formerly Inquisitive Englishman

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Huh. Oramus seems to be a creature of impossibility, who doesn't quite align with the world and defies it. His name means "We pray", so there's obviously a sacred element, and the details of his nature can't quite be spelled out.

Sometimes even the stories of Elloge can get out of control, and no amount of revision will put them back on their correct paths. When this is the case, the Invisible Author may insert a fragment of herself directly into the narrative around which the entire story will begin to revolve. Some may call this the work of a hack, but the Sphere of Speech prefers complete stories to those ended incorrectly and tossed aside.

Upon invoking Inserted Narrative Epicenter Shintai the Infernal's anima imperceptibly expands in a sphere to engulf the entire scene in invisible Old Realm calligraphy that can only be read by those using some manner of essence sight (the calligraphy describes objects and people within the sphere and their relevance to what is happening). The Infernal strides confidently into her own story, drawing the attention of everyone present and ensuring that everything becomes about her in the following ways:

Add the Infernal's Linguistics score to her Appearance rating as the she takes on idealized traits pleasing to the author.

All of the Warlock's social attacks are undodgeable as per Evocative Dialogue Insistance. Others may argue with Elloge's narration, but none may ignore it.

Every successful social attack that the Infernal makes automatically gives the recipient a positive intimacy towards her or an ideal she champions in a context of the recipent's choosing. This unnatural mental influence may be resisted for a cost of two willpower and resisting in this manner makes the target immune to this effect for the rest of the day. For some reason, everyone finds themselves liking the inserted character.

To anyone who bears an intimacy towards the Infernal or an ideal she champions, it becomes immediately obvious when someone successfully resists one of the Warlock's social attacks (via MDV, willpower expenditure, or other methods) and this realization immediately counts as a scene of building a negative intimacy towards them. Note that those with negative intimacies towards the Infernal are compelled this way, as even her enemies cannot agree with one another on how to oppose her.

Using Uncomplicated Motivation Technique allows the Infernal to target everyone present in the scene, ensuring that their intimacies that don't relate to the Infernal or her story are not applicable.

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I haven't found anything satisfactory for Oramus, though. I suppose that's just as well. A Titan whose signature themes are "Being alien, possessing infinite powers, but only when others aren't looking, and the ability to spawn alien monsters," is hard to nail down.

Pretty sure you forgot "super charming" and "great hair" on that list.